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2013
DOI: 10.1371/journal.pone.0058546
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Enhancing Cognition with Video Games: A Multiple Game Training Study

Abstract: BackgroundPrevious evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.Methodology/Principal FindingsWe instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iP… Show more

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Cited by 330 publications
(287 citation statements)
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References 51 publications
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“…Training studies, in which nongamers are recruited and randomly assigned to train on action video games or a control game, are typically used in this literature to avoid self-selection biases that might be at play in real-world AVGP and NVGP groups. Notably, although Boot et al (2008) did not find a training effect on VSTM after 21.5 h of training, a more recent study suggests that 20 h of action video game play is sufficient to improve VSTM, as evidenced by increased change detection performance relative to a control group (Oei & Patterson, 2013). Although the present study cannot attest to the causal effect of action video game play on VSTM, these mixed findings from training studies warrant further investigation into the relationship between action video game play and VSTM performance.…”
Section: Discussionmentioning
confidence: 82%
“…Training studies, in which nongamers are recruited and randomly assigned to train on action video games or a control game, are typically used in this literature to avoid self-selection biases that might be at play in real-world AVGP and NVGP groups. Notably, although Boot et al (2008) did not find a training effect on VSTM after 21.5 h of training, a more recent study suggests that 20 h of action video game play is sufficient to improve VSTM, as evidenced by increased change detection performance relative to a control group (Oei & Patterson, 2013). Although the present study cannot attest to the causal effect of action video game play on VSTM, these mixed findings from training studies warrant further investigation into the relationship between action video game play and VSTM performance.…”
Section: Discussionmentioning
confidence: 82%
“…A training with AVG can produce significant increases in AB performance compared with those obtainable with a NAVG training ( [97,127], but see [128]). …”
Section: Visual Temporal Attention In Dyslexia and Action Video Gamesmentioning
confidence: 99%
“…Although numerous studies show apparent transfer effects to measures of general cognitive abilities (Chein & Morrison, 2010;Oei & Patterson, 2013), many other studies fail to yield positive results (e.g., Rode, Robson, Purviance, Geary, & Mayr, 2014;Sprenger et al, 2013). The lack of consensus across individual studies is striking and raises many questions about the robustness of the effect as well as how moderator variables may determine the boundary conditions under which training reliably leads to improvements in untrained general cognitive abilities.…”
mentioning
confidence: 99%